2nd-Level Wizard Spells, Book of Experimental Might, Alternate Magic System
An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.
A Moment Ago: Duplicates the most recent spell from the last round.
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Airbubble: Creates a small globe of breathable air around your head.
Alustriel’s Banner: Creates an illusionary banner or battle standard; used for rallying troops.
Anavar’s Anticipated Attack: Next attack against you suffers a –20 penalty.
Charm Person: Makes one person your friend.
Chill Touch: One touch/level deals 1d6 points of damage and possibly 1 point of Strength damage.
Comprehend Languages: You understand all spoken and written languages.
Disdain the Divine: Grants +1 bonus/four levels to saves against divine spells.
Disguise Self: Changes your appearance.
Endure Elements: Subject exists comfortably in hot or cold environments.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 feet.
Guide Craft: A ship, boat, cart, or wagon moves as you command.
Harassing Weapon: Weapon of force threatens target.
Mount: Summons riding horse for two hours/level.
Precise Vision: Grants +5 bonus to Spot and Search.
Protection From Chaos/Evil/Good/Law: Protects subject from possession, hedges out elementals and outsiders.
Ray of Enfeeblement: Ray deals 1d6 points of Strength damage +1 point/two levels.
Reduce Person: Humanoid creature halves in size.
Shocking Grasp: Touch delivers 1d6 points of electricity damage/level (max. 5d6).
Silent Image: Creates minor illusion of your design.
Slip Between Sight: You gain +5 bonus to Sneak checks.
True Strike: Gain +20 bonus on your next attack roll.
Unhand: Disarms target.